11. Captured

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11. Captured

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(1) What difficulty levels and game versions have you played the scenario on?
(2) How difficult did you find the scenario? (1-10)
(3) How clear did you find the scenario objectives?
(4) How clear and interesting did you find the dialog and storyline of the scenario?
(5) What were your major challenges in meeting the objectives of the scenario?
(6) How fun do you think the scenario is? (1-10)
(7) What, if any, are changes you would have made to the scenario to make it more fun?
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Kymille
Posts: 108
Joined: October 25th, 2009, 4:55 am

Re: 11. Captured

Post by Kymille »

I'm playing 1.18.0. Dacyn has just 7 hit points when first encountered. Is this intentional? Any of the numerous enemies will kill him in a single turn, and there's not really anyplace safe to move.

Not enjoyable, unless save loading is fun.
Dalas120
Posts: 202
Joined: July 5th, 2020, 6:51 pm

Re: 11. Captured

Post by Dalas120 »

There's a spot to the northeast of Dacyn's starting location to which you can move Dacyn and wall him off with Gweddry and Owaec, in a way that makes it impossible for the orcs to attack him. That should keep him safe while the rest of your prisoners break out.
Vendrick
Posts: 43
Joined: February 18th, 2024, 4:12 pm

Re: 11. Captured

Post by Vendrick »

1) Invasion, 1.18
(2) 4
(3) Clear
(4) I was a fan of the "ascended extras" in the original EI as well, but raising the option of deserting improves the scene.
(5) Defending Dacyn (without the AMLA exploit)
(6) 8
(7)
I was quite fond of the original EI's escape sequence and this one improves on it substantially.
I'm not sure about how obvious the intended spot for Dacyn to move to is; if you use Ctrl+v / Ctrl+b it's relatively obvious but otherwise it isn't visually distinct.

My strategy was to exploit Dacyn's AMLA so I could play much more aggressively and comfortably clear the chamber with only one cell of veterans.

It's a relatively easy scenario even without exploits and extremely favourable RNG but it's fitting as a triumphant moment.
(The Spearman's a plucky survivor from S1 and the White Mage is from Dark Sanctuary.)

Starting gold: 495
Ending gold: 641
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sine_nomine
Posts: 74
Joined: April 30th, 2016, 11:34 pm

Re: 11. Captured

Post by sine_nomine »

Invasion, 1.18.0
I remember the old version being a chaotic mess with many high level trolls and orcs to fight. This seems a lot more manageable, you can play strategically and avoid deaths (although one unit died in my playthrough).
I could easily see the "safe spot" but I preferred to protect Dacyn with the sentinel shield and used the baneblade to break the treasury door. Was fun, but probably very different from future playthroughs once this is changed. Also, my quick duelist happened to be in position to open the next cell's door on the same turn he was freed. Very convenient.
Could easily have killed the orcish sovereign but I spared him for a later scenario.
I like the deserter poacher and thief being added to your team. Gives you the option to use unusual units but disincentivizes it. And the javelineer is helpful in the bonus scenario if left behind.
I tried sending a flying soulless into the cell by the water but it doesn't look like there's a way to save the drake.
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fredbobsmith2
Posts: 214
Joined: October 23rd, 2010, 1:57 am

Re: 11. Captured

Post by fredbobsmith2 »

(1) What difficulty levels and game versions have you played the scenario on? Invasion (Difficult) 1.18.4
(2) How difficult did you find the scenario? (1-10) 4
(3) How clear did you find the scenario objectives? Clear
(4) How clear and interesting did you find the dialog and storyline of the scenario? Owaec mentioning his home seems a little out of the blue, otherwise good.
(5) What were your major challenges in meeting the objectives of the scenario? I freed the middle cage which had 3 ogres, an archmage and a duelist. I avoided the south cage with the deserters (who eat income) and the north cage which was guarded. I nearly killed 2 enemy units the first turn, so between them, the original freed troops, and my leaders I could easily clean everyone up by turn 19. I sent Gweddry to the door, Grug and the master-at-arms to grab the baneblade/staff/shield/gold, 2 mages to free the other prisoners, another ogre to get the invis ring, and everyone else just defended the enemy keep for 3 turns. Finished with nearly 500g carryover.
(6) How fun do you think the scenario is? (1-10) 6
(7) What, if any, are changes you would have made to the scenario to make it more fun? None. Maybe more time to explore
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